But I digress. The Companion does present Questing Dice (and their Lucky Shot siblings) as a way to gain a fixed number of extra dice in a given session. They are a little stash of Awesome that you can spend to add dice to any single cliche roll.
Well, almost any cliche roll. Questing Dice, you see, must include a limiting clause. Whereas Lucky Shots can be used for any roll, Questing Dice can only be used (as described in the Companion) for tasks relating to a particular goal (or "Quest"). That's why you get five of them rather than three when you allocate one of your dice during character creation.
So, I finally come to my point. You can do amazing things with Questing Dice if you broaden the scope of what types of limitations can be attached to them. Instead of limiting your Questing Dice by Why you are doing something or What you hope to accomplish (that "quest" thing again), why not focus on the How?
I'm thinking specifically of vehicles, gizmos, and artifacts. Questing Dice associated with such things can only be employed if the specified item would deliver a concrete advantage in a given situation. And because Risus already has rules for Tools of the Trade, such an item would have to go beyond what would normally be considered tools for a character.
As an example, consider that a Strapping Farmboy Chosen To Wield The Sword of Kings (3) has "Sword of Kings" already rolled into the cliche. It would be munchkinish and lame to give such a character Questing Dice (Sword of Kings). On the other hand, the same Questing Dice would be totally appropriate for a Practical Mercenary Captain (4), who would otherwise be assumed to wield a regular sword.
Other possibilities for Questing Dice:
- Signature Spells
- Special Techniques
- Maneuvers
- Social Favors
- Divine Blessings (with weird stipulations).
Finally, if you really want to stretch the original intent of the rule, each individual questing die (normally purchased in groups of 5) could have it's own limitation. The idea here is that it could add color to combat to be have to narrate a specific trick, technique, or capability that provided your advantage. I'm specifically thinking of vehicles here, where a character's tramp freighter (for example) might have its questing dice split out as tricked out engines, smuggler's compartments, deceptive appearance, illegal weaponry, and reputation in certain quarters.

5 comments:
..all of which is about 10% of the reason why you, dear reader, should go buy the Risus Companion right the fug NOW.
The Risus Companion is modest in the same was as is Catherine Zeta-Jones in a negligee saying, "What, THIS old thing...?"
I'll second the Doc! The Companion will bat her eyes at you shyly, make a slight innuendo... then you'll be flat on you back with hearts citcling around your head.
Excellent post, RM! But then I have come to expect nothing less from you and your freakishly-huge right-brain...
I think I lost track of the discussion when I read 'Catherine Zeta-Jones in a negligee ...'
Indeed, I hope to sing of the virtues of the great Risus Companion later today for my "R" entry. She is modest but deserves all the adoration that she receives.
(And Catherine Zeta-Jones... grrrrrr... I still remember the first time I saw her in Zorro.... yeow!)
I'm fond of using Questing Dice stripped to it's bare core mechanic (1 die gets you 5 dice with limitations of use) to cover all manner of additional situations that most RPGs use new and additional rules.
Simplicity, thou art disguised as Risus.
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